import defaultValue from "../Core/defaultValue.js"; import FeatureDetection from "../Core/FeatureDetection.js"; import VertexFormat from "../Core/VertexFormat.js"; import PerInstanceFlatColorAppearanceFS from "../Shaders/Appearances/PerInstanceFlatColorAppearanceFS.js"; import PolylineColorAppearanceVS from "../Shaders/Appearances/PolylineColorAppearanceVS.js"; import PolylineCommon from "../Shaders/PolylineCommon.js"; import Appearance from "./Appearance.js"; var defaultVertexShaderSource = PolylineCommon + "\n" + PolylineColorAppearanceVS; var defaultFragmentShaderSource = PerInstanceFlatColorAppearanceFS; if (!FeatureDetection.isInternetExplorer()) { defaultVertexShaderSource = "#define CLIP_POLYLINE \n" + defaultVertexShaderSource; } /** * An appearance for {@link GeometryInstance} instances with color attributes and * {@link PolylineGeometry} or {@link GroundPolylineGeometry}. * This allows several geometry instances, each with a different color, to * be drawn with the same {@link Primitive}. * * @alias PolylineColorAppearance * @constructor * * @param {Object} [options] Object with the following properties: * @param {Boolean} [options.translucent=true] When true, the geometry is expected to appear translucent so {@link PolylineColorAppearance#renderState} has alpha blending enabled. * @param {String} [options.vertexShaderSource] Optional GLSL vertex shader source to override the default vertex shader. * @param {String} [options.fragmentShaderSource] Optional GLSL fragment shader source to override the default fragment shader. * @param {Object} [options.renderState] Optional render state to override the default render state. * * @example * // A solid white line segment * var primitive = new Cesium.Primitive({ * geometryInstances : new Cesium.GeometryInstance({ * geometry : new Cesium.PolylineGeometry({ * positions : Cesium.Cartesian3.fromDegreesArray([ * 0.0, 0.0, * 5.0, 0.0 * ]), * width : 10.0, * vertexFormat : Cesium.PolylineColorAppearance.VERTEX_FORMAT * }), * attributes : { * color : Cesium.ColorGeometryInstanceAttribute.fromColor(new Cesium.Color(1.0, 1.0, 1.0, 1.0)) * } * }), * appearance : new Cesium.PolylineColorAppearance({ * translucent : false * }) * }); */ function PolylineColorAppearance(options) { options = defaultValue(options, defaultValue.EMPTY_OBJECT); var translucent = defaultValue(options.translucent, true); var closed = false; var vertexFormat = PolylineColorAppearance.VERTEX_FORMAT; /** * This property is part of the {@link Appearance} interface, but is not * used by {@link PolylineColorAppearance} since a fully custom fragment shader is used. * * @type Material * * @default undefined */ this.material = undefined; /** * When true, the geometry is expected to appear translucent so * {@link PolylineColorAppearance#renderState} has alpha blending enabled. * * @type {Boolean} * * @default true */ this.translucent = translucent; this._vertexShaderSource = defaultValue( options.vertexShaderSource, defaultVertexShaderSource ); this._fragmentShaderSource = defaultValue( options.fragmentShaderSource, defaultFragmentShaderSource ); this._renderState = Appearance.getDefaultRenderState( translucent, closed, options.renderState ); this._closed = closed; // Non-derived members this._vertexFormat = vertexFormat; } Object.defineProperties(PolylineColorAppearance.prototype, { /** * The GLSL source code for the vertex shader. * * @memberof PolylineColorAppearance.prototype * * @type {String} * @readonly */ vertexShaderSource: { get: function () { return this._vertexShaderSource; }, }, /** * The GLSL source code for the fragment shader. * * @memberof PolylineColorAppearance.prototype * * @type {String} * @readonly */ fragmentShaderSource: { get: function () { return this._fragmentShaderSource; }, }, /** * The WebGL fixed-function state to use when rendering the geometry. *

* The render state can be explicitly defined when constructing a {@link PolylineColorAppearance} * instance, or it is set implicitly via {@link PolylineColorAppearance#translucent}. *

* * @memberof PolylineColorAppearance.prototype * * @type {Object} * @readonly */ renderState: { get: function () { return this._renderState; }, }, /** * When true, the geometry is expected to be closed so * {@link PolylineColorAppearance#renderState} has backface culling enabled. * This is always false for PolylineColorAppearance. * * @memberof PolylineColorAppearance.prototype * * @type {Boolean} * @readonly * * @default false */ closed: { get: function () { return this._closed; }, }, /** * The {@link VertexFormat} that this appearance instance is compatible with. * A geometry can have more vertex attributes and still be compatible - at a * potential performance cost - but it can't have less. * * @memberof PolylineColorAppearance.prototype * * @type VertexFormat * @readonly * * @default {@link PolylineColorAppearance.VERTEX_FORMAT} */ vertexFormat: { get: function () { return this._vertexFormat; }, }, }); /** * The {@link VertexFormat} that all {@link PolylineColorAppearance} instances * are compatible with. This requires only a position attribute. * * @type VertexFormat * * @constant */ PolylineColorAppearance.VERTEX_FORMAT = VertexFormat.POSITION_ONLY; /** * Procedurally creates the full GLSL fragment shader source. * * @function * * @returns {String} The full GLSL fragment shader source. */ PolylineColorAppearance.prototype.getFragmentShaderSource = Appearance.prototype.getFragmentShaderSource; /** * Determines if the geometry is translucent based on {@link PolylineColorAppearance#translucent}. * * @function * * @returns {Boolean} true if the appearance is translucent. */ PolylineColorAppearance.prototype.isTranslucent = Appearance.prototype.isTranslucent; /** * Creates a render state. This is not the final render state instance; instead, * it can contain a subset of render state properties identical to the render state * created in the context. * * @function * * @returns {Object} The render state. */ PolylineColorAppearance.prototype.getRenderState = Appearance.prototype.getRenderState; export default PolylineColorAppearance;